2021-09-09 20:42:29 -04:00

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Shader "Hidden/HDRP/CharlieConvolve"
{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Cull Off
ZTest Always
ZWrite Off
Blend Off
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
SAMPLER(s_trilinear_clamp_sampler);
TEXTURECUBE(_MainTex);
float _InvOmegaP;
float _Level;
float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
float4 Frag(Varyings input) : SV_Target
{
// Points towards the camera
float3 viewDirWS = normalize(mul(float3(input.positionCS.xy, 1.0), (float3x3)_PixelCoordToViewDirWS));
// Reverse it to point into the scene
float3 N = -viewDirWS;
// Remove view-dependency from GGX, effectively making the BSDF isotropic.
float3 V = N;
float perceptualRoughness = MipmapLevelToPerceptualRoughness(_Level);
float roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
uint sampleCount = GetIBLRuntimeFilterSampleCount(_Level) * 100;
float4 val = IntegrateLDCharlie(TEXTURECUBE_ARGS(_MainTex, s_trilinear_clamp_sampler),
V, N,
roughness,
sampleCount,
_InvOmegaP,
true);
return val;
}
ENDHLSL
}
}
}